But I do. This is just the highpoly and just a value for me to have a rough estimate of what is going in there. Also I recounted. It's actually just 17 double file and 13 single file. I am just thinking whether I should make a single or double file mag.
Well I'm no gun expert, so I don't really know how far up under the chamber a pistol mag actually reaches. Granted, when I look at it now it pretty damn far up. Should probably just stop roughly at the bottom of the slide.
I grabbed something similar to your model to see if you can paint a better picture. There is a game on steam called world of guns, I would recommend playing around with that. Its free.
I apologize for derailing away from the art, but which be pistol is this replacing? Or do you intend on having this be an entirely new pistol? Because ~23 rounds isn't inherently bad, it's just not consistent with the two current pistols. If you wanted to make a machine pistol, then you could extend the mag a couple inches out of the mag well and have a standard 33 round glock-style magazine. Likewise, if it's a pistol2 replacement, then the bullets are (probably) bigger so you might get closer to what the gameplay demands. Oh and burst fire pistols are a thing if we want to realistically use up three bullets in a trigger pull. That gets you down to around 7 shots, which is certainly pistol2-like. Actually, I sorta like that. I lurve me sum burstz.
I know you are only going to see the top most bullets in the mag when you reload. It's just a way for me to put the different sizes in relation and make the gun more believable.
Also yes I am a huge perfectionist, but I even made highpoly for the projectile. (Not like it was hard to make.) But you never know if you don't need it. Slowmo anyone?
You need to read up on some ballistics if you want to be really perfect. Ie, the bullets head has this 60's jet's front look to it. Quick google search reveals that 10mm''s have more squashed heads.
Make sure there are holes in the back of the mag to show the bullets. These is standard on most small arms magazines to show how much you have in a given magazine, at the 5, 10 and 15 round mark. Don't bother with the bullets themselves, just the casings, since all bullets in source are drawn tracers, not models. The casings will be the only asset seen, for the inside of the mag and casing ejection.
You wont see it! You could add a really low quality dark line with some orange edges to emulate it, but I guarantee you that nobody will notice that it exists.
Exactly. At some point it's too much. And I know that Source only uses tracers. Those projectiles are NOT for Source. Unreal actually spawns projectiles when you shoot, so I am going to make those for Unreal as well. And I can assure you, that the radius and the length it sticks out of the casing are exactly measured after a technical drawing of a 10mm bullet. I am not going to change that. I can change the shape, but the tip is going to stay in the same spot and the radius is going to stay the same. For Source I already posted that in a pinned thread in this forum. For Unreal Engine 4 you just use .fbx directly.